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Gaming at the EdgeSexuality and Gender at the Margins of Gamer Culture$
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Adrienne Shaw

Print publication date: 2015

Print ISBN-13: 9780816693153

Published to Minnesota Scholarship Online: August 2015

DOI: 10.5749/minnesota/9780816693153.001.0001

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From Custer’s Revenge and Mario to Fable and Fallout

From Custer’s Revenge and Mario to Fable and Fallout

Race, Gender, and Sexuality in Digital Games

(p.13) 1 From Custer’s Revenge and Mario to Fable and Fallout
Gaming at the Edge

Adrienne Shaw

University of Minnesota Press

This chapter argues that much of the research on media representation has focused on static notions of identity and that game studies often focuses on gamers, rather than game play more generally. One of my key arguments in this book is that the discourse about representation (from industry and academic points of view) is what needs to be transformed, not just the representation of particular groups in game texts.

Keywords:   Video Games, Representation, Audience research, Identity, Identification, Gender, Race, Sexuality, LGBT, Queer

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